It is open source, so take it and run... Will post this on Google Code, and make .jar when i get home. (or something )

UPDATE:Will now implement more EzFeatures like OpenAL & OpenCL

This will be a base engine, made for easier OpenGL rendering.I threw this together in about 1-2 hours at work, so it is not complete.If anyone can find this useful, please comment and/or suggest new features.

A little wrapper for LWJGL, which makes it easier to render primitives(with GL_TRIANGLES).

Showing off 2D and 3D, small cubes in corners are 2D(fixed position/GUI)And Cel Shading, you will see it better in the DemoCode in Example.java

Found out that instead of using opengl 1 & 2 and up, i will stick to legacy 1.1.And just make this lib more compatible with "old" computers.I'll probably add the opengl 2 and up later on, but for now I will stick with 1.1.I will use pure OpenGL 1.1, no extensions/ARBs...

Added WindowManager which takes care of Display, Keyboard and Mouse creation.Began working on Model.loadModel(), which will load Models from file(eventually).Some small tweaks, updated Example.java accordingly.

This looks pretty awesome. I had tried doing 3-D before, but couldn't figure out how to render complex models. I still haven't. Hopefully I can learn from this. One question, are there any resources you would recommend learning about loading textures? I tried looking at The Red Book, but I am new to OpenGL and could not really understand most of it.

This looks pretty awesome. I had tried doing 3-D before, but couldn't figure out how to render complex models. I still haven't. Hopefully I can learn from this. One question, are there any resources you would recommend learning about loading textures? I tried looking at The Red Book, but I am new to OpenGL and could not really understand most of it.

// renderTexturedCube() explanation:r.renderTexturedCube(0f, 0f, 0f, 1f, newint[]{0, 0, 0, 0, 0, 0} /*or pass null*/); // This would be the same as r.renderCube()r.renderTexturedCube(0f, 0f, 0f, 1f, newint[]{textureTop, textureBottom, 0, 0, 0, 0}); // This would apply textures to top and bottom, and ignore the others.r.renderTexturedCube(0f, 0f, 0f, 1f, newint[]{textureTop, textureBottom, textureSides, -1, -1, -1}); // This would apply textures to top and bottom, and will use the northFaceTexture on all sides.r.renderTexturedCube(0f, 0f, 0f, 1f, newint[]{textureTop, textureBottom, textureSides}); // Same as above

hi I took a quick look at the source of your textrenderer and you probably should take a look at for loops

I know, just threw that TextRenderer together for an other project. (It's actually my first working text renderer )plus there are some font alignment issues(if you scroll down you'll see).There were alot of copy-paste, but i'll probably look into adding some for loops at a later date.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org